NaliCity
HomeMapsServersForumsMy NaliSubmitChatLinks
Thu, November 21, 2024
Latest Additions
Latest Reviews
Latest Comments
UT Color UT UT2k3 color UT2k3
U2 UT2k4

NaliCity Mothership
65.39.251.19:7777

Search

-Game-

-Map-



Advanced Search

Menu



more...
more...
more...

Welcome to Nali City
Register | Login


DM-Vortress 
Map Info


 
File Namedm-vortress.zip
AuthorMatthias 'Tronic' Dörflinger
GametypeUT Deathmatch
Date Added05-28-2000
File Version1.00
File Size3.8 mb
Player Count2-6
Map DescriptionNone
Review Rating7
User Rating0
Overall Rating7
NC2 map imported without screenshot.
 
Review


ReviewerQualthwarOverall Score: 7/10
DateNC2 07-10-2000

For those of you without a fast Internet connection, this map may be a pain to download, but believe me, if you're into small levels for 2 to 6 players, it's probably going to be well worth the effort. The 3 texture files included with this zip accounts for the large download.


Man, I like this map! Quake textures (cough) are used for this one, and used really well. You have many z-axis opportunities, as well as a couple of places to play hide-and-seek. Stairs, ramps and jumpboots help you to get around on the catwalks, and from floor to floor. There are lots of high ceilings, but I wished the author, D–rflinger Matthias, would have incorporated a little bit of domed ceiling work, or something into this map. Still, the archways, trim, and columns helped to accent the place rather nicely. I'm not sure if I really like the raised, cylindrical platform for the pulse rifle; it seems to take away from the looks of the map more than adding to it.


The poly count hit around 300 (swat) in the larger, open arena that is shown in the screenshot. But the node/poly ratio was 2:1, which is very good. Those with slower systems might see a little lag here and there, but you're not looking across a large distance, so it shouldn't be too bad.


The Quake texturing had enough base and detailed combination to keep your eyes from bugging out. I noticed a skull texture over a doorway that was buried in the trim too much, and a misalignment in another spot, but I seriously doubt many would spot this as you try to stay alive against the crazed bots.


Yes, the bots are mean, buddy, and they use up all the geometry. All the good items (shieldbelt, Udamage, armor) are up on beams where jumpboots are needed to acquire them. The only easy pickup was the invisibility, which is hidden behind some columns. The bots did a better job grabbing these goodies than I did, and they work the ambush points for all their worth. I was constantly being hit by flak from out of the blue. The weapon placement was also thought out for the most part, but I'm not sure how effective an extra enforcer is when your enemies are carrying 'real weapons.'


The lighting was well done for most of the map, but some places were too bright if you consider the nearby sources. But there are some places with good light/shadow contrasting, so things could be worse. No music including in this one, but there are lots of ambient sounds for the torches.


~End of Review~


For the author: It's not really necessary to include your MyLevel texture in the zip. This file becomes an integral part of the map when done correctly. I didn't put your MyLevel file in my textures directory, and I could see your screenshot fine. Try to keep the poly count a little lower, if you can. Most of the map was fine, and only a few places had relatively high polys, but the node/poly ratio was still good in these areas, so this helps. Look at how bright the upper part of the arena spot is. Up by where the pulse ammo is on the ledge. See the torches that are on the other side of the beams up there? Those beams would block a lot of that light. Moreover, the lights from below would not provide that much light up high. You have two lights up there with their brightness at 115 (I think it was), which is causing it to be way too bright. I would either get rid of those lights, or lower the brightness on them. Or, do something with the torches to account for that much lighting. Nice work!


 
Map Comments


Jez
11-23-2004 04:50 AM MST
Rating: 0 
Missing file "Quake3.BaseSupport"
Won't start.
:(

[EDIT]
heh, not every map, just the few with the missing files. If you check some of his other maps, I left positive comments. Indeed, some of them I'm keeping. And I would get the files (they have different names if you read the other posts) if I knew where to get them, but they really should have been included.

Ray? I've seen old maps get a recent review. No-one complains about that :p

Frieza
11-22-2004 02:07 PM MST
 
Jez, was it really necessary to post that message for every map from this author?

redfist
11-22-2004 02:18 PM MST
 
LoL ,,get the damn file be easier than tacking on a zero all over the place.
I give you a zero for being dweebish

Evil Snack
11-22-2004 06:54 PM MST
 
LOL

RayZidane
11-22-2004 10:14 PM MST
 
huh...this Guy rate a Map that is 4 years ago!



About Nali City | Staff | Contact Us | Report an Error | Privacy Policy
Become a Reviewer | Review Schema | Stats

Copyright © 1998-2024 BeyondUnreal, Inc.


PHP/Coding by MassChAoS, Iridium, Varpu, and Yoda.

Website design by Olento. Modified by MassChAoS.

NC3 concepts and ideas by the NC3 community,
MassChAoS, Varpu, Yoda, Bangout, and Luquado.

NaliCity founded by QAPete.